module specification

CU6052 - Artificial Intelligence for Games (2017/18)

Module specification Module approved to run in 2017/18
Module title Artificial Intelligence for Games
Module level Honours (06)
Credit rating for module 15
School School of Computing and Digital Media
Total study hours 150
 
90 hours Scheduled learning & teaching activities
60 hours Guided independent study
Assessment components
Type Weighting Qualifying mark Description
Coursework 100%   Coursework Production (Weblearn Submission)
Running in 2017/18

(Please note that module timeslots are subject to change)
Period Campus Day Time Module Leader
Spring semester North Thursday Morning

Module summary

This module looks at the use of AI in the development of computer games, digital media and other products from a variety of perspectives.  Students will undertake a small piece of research in this field and present their findings.   This work will underpin a prototype, built using industry-standard tools and including a system model representation and a description of the final product. 

Prior learning requirements

Artificial intelligence (or similar)

Module aims

This module is designed to further develop programming and game design and development skills.  The module aims to:

• develop students' awareness of artificial intelligence and its current and potential applications in the field of computer games, digital media and product design
-    enable students to solve problems in designing and building complex multimedia artefacts;
• implement the production of complex multimedia systems;
• develop communication skills with particular reference to artificial intelligence;
-    develop research and presentation skills;
• equip students for employment in the games industry, web and multimedia industries.

Syllabus

Indicative syllabus:
-     pathway finding algorithms
-     evolutionary behaviour;
-     robotics;
-     ambient intelligence;
-     approaches to agent design;
-     logic trees;

Learning and teaching

A problem based learning approach will be used in the module delivery.

Learning outcomes

LO1  understand the application of Artificial Intellegence to the field of computer games;
LO2 be able to apply theoretical understanding in practical scenarios;
LO3 be competent at solving interaction design problems;
LO4 undertake research and present findings;
LO5 analyse existing systems;

Assessment strategy

Without being prescriptive the following is indicative of the assessment strategy. It is likely that practical course work will begin in the first third of the module and completed by towards the end of the module. The work will implement ideas that have been introduced in lectures to assure the student has understood what has been presented. The module is passed on the aggregate mark.

Bibliography

Programming Game AI by Example - Mat Buckland
ISBN: 1556220782
Wordware Publishing © 2005 (495 pages)

AI Techniques for Game Programming - Mat Buckland
ISBN: 1-931841-08-X
The Premier Press © 2002 (448 pages)